Search End of Cyberspace

May 2008

Sun Mon Tue Wed Thu Fri Sat
        1 2 3
4 5 6 7 8 9 10
11 12 13 14 15 16 17
18 19 20 21 22 23 24
25 26 27 28 29 30 31

Recent Comments

Blog powered by TypePad

Contacting

  • Click to leave me a voice message using Grand Central.

    Skype Me™!

    Contact me via Skype.

LinkedIn


70 posts categorized "Web/Tech"

Juxtaposition: Cyberspace as cognitive surplus

Jon Ippolito on cyberspace, late 1998:

If Gibson's picturing of data as a navigable space were only a literary device, then accepting that device as a paradigm for actually building cyberspace would shackle us to old, spatial metaphors rather than enable new, post-geographic insights. But what may have begun as a literary device has quickly risen to the status of a cultural necessity in a decade when the rapid proliferation of telecommunications protocols become so complicated that no single user, much less reader, could understand them all. The sudden splintering of the job of Computer Programmer into various specialized vocations reflects how ill-prepared our culture was for this steep technological learning curve.

Clay Shirky on Wikipedia and leisure, 2008:

"Where do people find the time?" That was her question. And I just kind of snapped. And I said, "No one who works in TV gets to ask that question. You know where the time comes from. It comes from the cognitive surplus you've been masking for 50 years."

So how big is that surplus? So if you take Wikipedia as a kind of unit, all of Wikipedia, the whole project--every page, every edit, every talk page, every line of code, in every language that Wikipedia exists in--that represents something like the cumulation of 100 million hours of human thought. I worked this out with Martin Wattenberg at IBM; it's a back-of-the-envelope calculation, but it's the right order of magnitude, about 100 million hours of thought.

And television watching? Two hundred billion hours, in the U.S. alone, every year. Put another way, now that we have a unit, that's 2,000 Wikipedia projects a year spent watching television. Or put still another way, in the U.S., we spend 100 million hours every weekend, just watching the ads. This is a pretty big surplus. People asking, "Where do they find the time?" when they're looking at things like Wikipedia don't understand how tiny that entire project is, as a carve-out of this asset that's finally being dragged into what Tim calls an architecture of participation.

Now, the interesting thing about a surplus like that is that society doesn't know what to do with it at first--hence the gin, hence the sitcoms. Because if people knew what to do with a surplus with reference to the existing social institutions, then it wouldn't be a surplus, would it? It's precisely when no one has any idea how to deploy something that people have to start experimenting with it, in order for the surplus to get integrated, and the course of that integration can transform society.

The early phase for taking advantage of this cognitive surplus, the phase I think we're still in, is all special cases. The physics of participation is much more like the physics of weather than it is like the physics of gravity. We know all the forces that combine to make these kinds of things work: there's an interesting community over here, there's an interesting sharing model over there, those people are collaborating on open source software. But despite knowing the inputs, we can't predict the outputs yet because there's so much complexity.

Technorati Tags: , ,

We don't read the robot TO you, we feel the robot AT you*

One of the things I've come to realize in the course of this project is how rewarding it can be to look closely at humans' interactions with computers, mobile devices, and other technologies. Cyberspace, I'm arguing, made sense in a world in which getting online was hard, and there were clearer behavioral divides between the everyday world that we inhabit naturally, and the online "world" that we visited via computer modem. Today, things like the cellphone, iPhone, and Intel's new Mobile Information Devices, combined with the proliferation of wireless networks and always-on services, are all eroding that sense of the digital world as something separate from regular life.

Today I saw another example of how changes in the ways we engage with technologies can break down conceptual divisions-- this time involving the divide between people and robots. New Scientist reports on a project by Georgia Tech researchers Ja-Young Sung and Rebecca Grinter that examines how people interact with the Roomba, the robotic vacuum cleaner. Apparently a lot of owners give their Roomba a name, dress it up, or even take it on vacations:

"Dressing up Roomba happens in many ways," Sung says. People also often gave their robots a name and gender, according to the survey... which Sung presented at the Human-Robot Interaction conference earlier this month in Amsterdam, the Netherlands.

Kathy Morgan, an engineer based in Atlanta, said that her robot wore a sticker saying "Our Baby", indicating that she viewed it almost as part of the family. "We just love it. It frees up our lives from so much cleaning drudgery," she says.

Sung believes that the notion of humans relating to their robots almost as if they were family members or friends is more than just a curiosity. "People want their Roomba to look unique because it has evolved into something that's much more than a gadget," she says. Understanding these responses could be the key to figuring out the sort of relationships people are willing to have with robots.

Until now, robots have been designed for what the robotics industry dubs "dull, dirty and dangerous" jobs, like welding cars, defusing bombs or mowing lawns. Even the name robot comes from robota, the Czech word for drudgery. But Sung's observations suggest that we have moved on. "I have not seen a single family who treats Roomba like a machine if they clothe it," she says. "With skins or costumes on, people tend to treat Roomba with more respect."

So as they move from environments that we don't like into places that are more familiar, and from doing work we hate to work we just dislike, two things happen to our perception of robots: their social status goes up, and they become more familiar. But this doesn't just happen with robots who are doing "dull, dirty and dangerous" jobs: humans who are doing those jobs can develop bonds with those robots, too.

US soldiers serving in Iraq and interviewed last year by The Washington Post developed strong emotional attachments to Packbots and Talon robots, which dispose of bombs and locate landmines, and admitted feeling deep sadness when their robots were destroyed in explosions. Some ensured the robots were reconstructed from spare parts when they were damaged and even took them fishing, using the robot arm's gripper to hold their rod.

Figuring out just how far humans are willing to go in shifting the boundaries towards accepting robots as partners rather than mere machines will help designers decide what tasks and functions are appropriate for robots. Meanwhile, working out whether it's the robot or the person who determines the boundary shift might mean designers can deliberately create robots that elicit more feeling from humans. "Engineers will need to identify the positive robot design factors that yield good emotions and not bad ones - and try to design robots that promote them," says Sung.

This is not to say that we're starting to think of robots as more like people, but at least we're starting to treat them a little more like, say, pets: they're not us, but they're still part of our emotional lives, and we have some appreciation for what they do for us.

(* A reference to Stephen Colbert's great description of what would make his show different: "Other shows read the news to you. We feel the news at you.")

[To the tune of Mono, "Lost Snow," from the album "Ex Plex, Los Angeles, September 24, 2005".]

Technorati Tags: , , , ,

A depressing reminder that bits are stuck on atoms

IEEE Spectrum has a great timeline of electronic media, showing how quickly data storage technologies have fallen into disuse.

Technorati Tags: ,

New York Talk Exchange

The New York Talk Exchange is a really interesting exhibit now running at MOMA.

New York Talk Exchange illustrates the global exchange of information in real time by visualizing volumes of long distance telephone and IP (Internet Protocol) data flowing between New York and cities around the world.

In an information age, telecommunications such as the Internet and the telephone bind people across space by eviscerating the constraints of distance. To reveal the relationships that New Yorkers have with the rest of the world, New York Talk Exchange asks: How does the city of New York connect to other cities? With which cities does New York have the strongest ties and how do these relationships shift with time? How does the rest of the world reach into the neighborhoods of New York?

Naturally, there are some really cool visuals, and some terrific animations.

Technorati Tags: , , , , ,

Top 10 data breaches

Another example (via Mike) of how the digital world and physical intersect, to our peril: a timeline of the top 10 data breaches of the decade (here's a bigger version). The smallest affected 5 million people; the largest, 97 million.

[To the tune of Johann Sebastian Bach, "- Sarabande (s1)," from the album "Yo-Yo Ma: Complete Cello Suites - Inspired By Bach (Disc 1)".]

Technorati Tags: ,

Social software and nostalgia

Guardian commentator John Harris draws an interesting line from the Led Zeppelin reunion and Police tour, to Hollywood's love of remakes, to social networking software: what connects them, he argues, is "an almost neurotic retrospection" that seems to define this decade.

Across the globe, 18 million people subscribe to Friends Reunited, keen to rekindle playground bonds that are usually best forgotten, and one of the appeals of more cutting-edge social networking to anyone over 20 is much the same.

A case might be made for all this future denial being an inevitable response to our horizons being cast in terms of post-9/11 dread and ecological apocalypse - but past generations had the threat of the cold war going nuclear to deal with, and they managed to keep moving ahead. More relevant, perhaps, is the reinvention of what age entails, and the power wielded by people who affect to stay young by endlessly reviving their past....

[F]xating on the past is an in-built aspect of the human condition, but limited technology used to keep it in check. We had space and productive capacity only for so much stuff: a hidden hand cleared the cultural world of outdated clutter. And now? Bandwidth and memory grow exponentially, TV channels extend into the distance, and providing the means by which the classes of 77, 87 and 97 can get back in touch is a cinch. The same technology that we once thought would propel us into a fast-changing future stokes nostalgic appetites and condemns us to a present so laden with repetition that it's beginning to feed back on itself.

Essentially, the drama that Ellen Ullman described several years ago about the differences between computer and human memory is playing out on a grander, more social and public, scale.

Technorati Tags: , ,

History of personal productivity tools

Could you track the history of our relationship to computers through the history of personal productivity or personal tracking tools?

Here's what I mean. Twenty years ago, with the first generation of personal computers, a "productivity"-related piece of software might have been a calendar or list app-- something fairly generic, and probably business- or work-related. It would have borne a resemblance to business productivity tools, and would often have been used to help manage our working days.

These days, though, the list and calendar is something you can take for granted (though integrating multiple calendars is a pain). But the category of productivity tools hasn't disappeared: it's changed. Lifehacker's list of New Year's resolution management tools, and Make Use Of's list of "online services to help you out with your daily life and new year resolutions," both point to them becoming more intimate and proactive: you can use them not just to track when you have that meeting with Ted, but you can track what days you exercised and ate right-- and you can share that information.

So when did the first personal productivity applications appear? When did dieting or weight management programs appear?

Their appearance and proliferation suggests two things. First, it's yet another data-point documenting the ever-greater integration of personal computing into our personal lives. Second, this category is worth watching because the big trends in this space seem to be increasing automation-- both in receiving information from users, and in sending out alerts and such-- and continuous engagement-- they're not things you sit down with very few weeks, like Quicken, but ideally would be systems that you would use when making decisions about what to eat, how far to run, etc.. You can start to imagine how powerful these programs could become when you access them through mobile devices-- or when they access you through those devices, ten minutes before you're scheduled to go to lunch, or just before you exit the freeway and pass the gym.

Technorati Tags: , , ,

End of an era

Via Wired:

Tom Drapeau, AOL's director of the Netscape brand, announced in a blog post Friday that AOL will cease development on all Netscape web browsers on February 1, 2008.

Technorati Tags:

Donald Norman on predictability in devices

From an article on Donald Norman:

[D]espite two decades of lectures from Dr. Norman on the virtue of “user-centered” design and the danger of a disease called “featuritis,” people will still be cursing at their gifts this Christmas.

And the worse news is that the gadgets of Christmas future will be even harder to command, because we and our machines are about to go through a rocky transition as the machines get smarter and take over more tasks. As Dr. Norman says in his new book, “The Design of Future Things,” what we’ll have here is a failure to communicate.

“It would be fine,” he told me, “if we had intelligent devices that would work well without any human intervention. My clothes dryer is a good example: it figures out when the clothes are dry and stops. But we are moving toward intelligent machines that still require human supervision and correction, and that is where the danger lies — machines that fight with us over how to do things.”

You can’t explain to your car’s navigation system why you dislike its short, efficient route because the scenery is ugly. Your refrigerator may soon know exactly what food it contains, what you’ve already eaten today and what your calorie limit is, but it won’t be capable of an intelligent dialogue about your need for that piece of cheesecake.

To get along with machines, Dr. Norman suggests we build them using a lesson from Delft, a town in the Netherlands where cyclists whiz through crowds of pedestrians in the town square. If the pedestrians try to avoid an oncoming cyclist, they’re liable to surprise him and collide, but the cyclist can steer around them just fine if they ignore him and keep walking along at the same pace. “Behaving predictably, that’s the key,” Dr. Norman said. “If our smart devices were understandable and predictable, we wouldn’t dislike them so much.” Instead of trying to anticipate our actions, or debating the best plan, machines should let us know clearly what they’re doing.

One more note on the Wii

And something more positive than my earlier post on ergonomics and cyberspace: Steven Johnson on Wii tennis:

Having written so much about the complexity of today's games, it's fascinating to see a platform so heavily promoting its comparative simplicity. But I think the success of the Wii is slightly more complicated than that. Wii Sports trades the onscreen complexity of goals and objectives and puzzles for the physical, haptic complexity of bodily movement. Since the days of Pong, games have been simplifying the intricacies of movement into unified codes of button pressing and joystick manipulation.... Games for years have borrowed the structures and rules -- as well as the imagery -- of athletic competition, but the Wii adds something genuinely new to the mix, something we'd ignored so long we stopped noticing that it was missing: athleticism itself.

Technorati Tags:

What is the End of Cyberspace?

  • About the end of cyberspace

    Cyberspace is a "metaphor we live by," born two decades ago at the intersection of computers, networks, ideas, and experience. It has reflected our experiences with information technology, and also shaped the way we think about new technologies and the challenges they present. It had been a vivid and useful metaphor for decades; but in a rapidly-emerging world of mobile, always-on information devices (and eventually cybernetic implants, prosthetics, and swarm intelligence), the rules that define the relationship between information, places, and daily life are going to be rewritten. As the Internet becomes more pervasive-- as it moves off desktops and screen and becomes embedded in things, spaces, and minds-- cyberspace will disappear.

  • About this blog

    This blog is about what happens next. It's about the end of cyberspace, but more important, about what new possibilities will emerge as new technologies, interfaces, use practices, games, legal theory, regulation, and culture adjust-- and eventually dissolve-- the boundaries between the virtual and physical worlds.

  • About the author

    Alex Soojung-Kim Pang is an historian of science and futurist.

    ping Pang

My del.icio.us


Technorati cyberspace

Innovation Hub